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/* $Id: context.c,v 1.105 2000/11/15 16:38:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include "glheader.h"
#include "buffers.h"
#include "clip.h"
#include "colortab.h"
#include "context.h"
#include "cva.h"
#include "dlist.h"
#include "eval.h"
#include "enums.h"
#include "extensions.h"
#include "fog.h"
#include "get.h"
#include "glapinoop.h"
#include "glthread.h"
#include "hash.h"
#include "imports.h"
#include "light.h"
#include "macros.h"
#include "matrix.h"
#include "mem.h"
#include "mmath.h"
#include "pipeline.h"
#include "shade.h"
#include "simple_list.h"
#include "stages.h"
#include "state.h"
#include "translate.h"
#include "teximage.h"
#include "texobj.h"
#include "texture.h"
#include "types.h"
#include "varray.h"
#include "vb.h"
#include "vbrender.h"
#include "vbxform.h"
#include "vertices.h"
#include "xform.h"
#endif
#if defined(MESA_TRACE)
#include "Trace/tr_context.h"
#include "Trace/tr_wrapper.h"
#endif
/**********************************************************************/
/***** OpenGL SI-style interface (new in Mesa 3.5) *****/
/**********************************************************************/
static GLboolean
_mesa_DestroyContext(__GLcontext *gc)
{
if (gc) {
_mesa_free_context_data(gc);
(*gc->imports.free)(gc, gc);
}
return GL_TRUE;
}
/* exported OpenGL SI interface */
__GLcontext *
__glCoreCreateContext(__GLimports *imports, __GLcontextModes *modes)
{
GLcontext *ctx;
ctx = (GLcontext *) (*imports->calloc)(0, 1, sizeof(GLcontext));
if (ctx == NULL) {
return NULL;
}
ctx->imports = *imports;
_mesa_initialize_visual(&ctx->Visual,
modes->rgbMode,
modes->doubleBufferMode,
modes->stereoMode,
modes->redBits,
modes->greenBits,
modes->blueBits,
modes->alphaBits,
modes->indexBits,
modes->depthBits,
modes->stencilBits,
modes->accumRedBits,
modes->accumGreenBits,
modes->accumBlueBits,
modes->accumAlphaBits,
0);
_mesa_initialize_context(ctx, &ctx->Visual, NULL, imports->wscx, GL_FALSE);
ctx->exports.destroyContext = _mesa_DestroyContext;
return ctx;
}
/* exported OpenGL SI interface */
void
__glCoreNopDispatch(void)
{
#if 0
/* SI */
__gl_dispatch = __glNopDispatchState;
#else
/* Mesa */
_glapi_set_dispatch(NULL);
#endif
}
/**********************************************************************/
/***** Context and Thread management *****/
/**********************************************************************/
#if !defined(THREADS)
struct immediate *_mesa_CurrentInput = NULL;
#endif
/**********************************************************************/
/***** GL Visual allocation/destruction *****/
/**********************************************************************/
/*
* Allocate a new GLvisual object.
* Input: rgbFlag - GL_TRUE=RGB(A) mode, GL_FALSE=Color Index mode
* dbFlag - double buffering?
* stereoFlag - stereo buffer?
* depthBits - requested bits per depth buffer value
* Any value in [0, 32] is acceptable but the actual
* depth type will be GLushort or GLuint as needed.
* stencilBits - requested minimum bits per stencil buffer value
* accumBits - requested minimum bits per accum buffer component
* indexBits - number of bits per pixel if rgbFlag==GL_FALSE
* red/green/blue/alphaBits - number of bits per color component
* in frame buffer for RGB(A) mode.
* We always use 8 in core Mesa though.
* Return: pointer to new GLvisual or NULL if requested parameters can't
* be met.
*/
GLvisual *
_mesa_create_visual( GLboolean rgbFlag,
GLboolean dbFlag,
GLboolean stereoFlag,
GLint redBits,
GLint greenBits,
GLint blueBits,
GLint alphaBits,
GLint indexBits,
GLint depthBits,
GLint stencilBits,
GLint accumRedBits,
GLint accumGreenBits,
GLint accumBlueBits,
GLint accumAlphaBits,
GLint numSamples )
{
GLvisual *vis = (GLvisual *) CALLOC( sizeof(GLvisual) );
if (vis) {
if (!_mesa_initialize_visual(vis, rgbFlag, dbFlag, stereoFlag,
redBits, greenBits, blueBits, alphaBits,
indexBits, depthBits, stencilBits,
accumRedBits, accumGreenBits,
accumBlueBits, accumAlphaBits,
numSamples)) {
FREE(vis);
return NULL;
}
}
return vis;
}
/*
* Initialize the fields of the given GLvisual.
* Input: see _mesa_create_visual() above.
* Return: GL_TRUE = success
* GL_FALSE = failure.
*/
GLboolean
_mesa_initialize_visual( GLvisual *vis,
GLboolean rgbFlag,
GLboolean dbFlag,
GLboolean stereoFlag,
GLint redBits,
GLint greenBits,
GLint blueBits,
GLint alphaBits,
GLint indexBits,
GLint depthBits,
GLint stencilBits,
GLint accumRedBits,
GLint accumGreenBits,
GLint accumBlueBits,
GLint accumAlphaBits,
GLint numSamples )
{
assert(vis);
/* This is to catch bad values from device drivers not updated for
* Mesa 3.3. Some device drivers just passed 1. That's a REALLY
* bad value now (a 1-bit depth buffer!?!).
*/
assert(depthBits == 0 || depthBits > 1);
if (depthBits < 0 || depthBits > 32) {
return GL_FALSE;
}
if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) {
return GL_FALSE;
}
if (accumRedBits < 0 || accumRedBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
if (accumGreenBits < 0 || accumGreenBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
if (accumBlueBits < 0 || accumBlueBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
if (accumAlphaBits < 0 || accumAlphaBits > (GLint) (8 * sizeof(GLaccum))) {
return GL_FALSE;
}
vis->RGBAflag = rgbFlag;
vis->DBflag = dbFlag;
vis->StereoFlag = stereoFlag;
vis->RedBits = redBits;
vis->GreenBits = greenBits;
vis->BlueBits = blueBits;
vis->AlphaBits = alphaBits;
vis->IndexBits = indexBits;
vis->DepthBits = depthBits;
vis->AccumRedBits = (accumRedBits > 0) ? (8 * sizeof(GLaccum)) : 0;
vis->AccumGreenBits = (accumGreenBits > 0) ? (8 * sizeof(GLaccum)) : 0;
vis->AccumBlueBits = (accumBlueBits > 0) ? (8 * sizeof(GLaccum)) : 0;
vis->AccumAlphaBits = (accumAlphaBits > 0) ? (8 * sizeof(GLaccum)) : 0;
vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0;
if (depthBits == 0) {
/* Special case. Even if we don't have a depth buffer we need
* good values for DepthMax for Z vertex transformation purposes
* and for per-fragment fog computation.
*/
vis->DepthMax = 1 << 16;
vis->DepthMaxF = (GLfloat) vis->DepthMax;
}
else if (depthBits < 32) {
vis->DepthMax = (1 << depthBits) - 1;
vis->DepthMaxF = (GLfloat) vis->DepthMax;
}
else {
/* Special case since shift values greater than or equal to the
* number of bits in the left hand expression's type are
* undefined.
*/
vis->DepthMax = 0xffffffff;
vis->DepthMaxF = (GLfloat) vis->DepthMax;
}
vis->MRD = 1; /* XXX temporary value */
return GL_TRUE;
}
void
_mesa_destroy_visual( GLvisual *vis )
{
FREE(vis);
}
/**********************************************************************/
/***** GL Framebuffer allocation/destruction *****/
/**********************************************************************/
/*
* Create a new framebuffer. A GLframebuffer is a struct which
* encapsulates the depth, stencil and accum buffers and related
* parameters.
* Input: visual - a GLvisual pointer
* softwareDepth - create/use a software depth buffer?
* softwareStencil - create/use a software stencil buffer?
* softwareAccum - create/use a software accum buffer?
* softwareAlpha - create/use a software alpha buffer?
* Return: pointer to new GLframebuffer struct or NULL if error.
*/
GLframebuffer *
_mesa_create_framebuffer( GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha )
{
GLframebuffer *buffer = CALLOC_STRUCT(gl_frame_buffer);
assert(visual);
if (buffer) {
_mesa_initialize_framebuffer(buffer, visual,
softwareDepth, softwareStencil,
softwareAccum, softwareAlpha );
}
return buffer;
}
/*
* Initialize a GLframebuffer object.
* Input: See _mesa_create_framebuffer() above.
*/
void
_mesa_initialize_framebuffer( GLframebuffer *buffer,
GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha )
{
assert(buffer);
assert(visual);
/* sanity checks */
if (softwareDepth ) {
assert(visual->DepthBits > 0);
}
if (softwareStencil) {
assert(visual->StencilBits > 0);
}
if (softwareAccum) {
assert(visual->RGBAflag);
assert(visual->AccumRedBits > 0);
assert(visual->AccumGreenBits > 0);
assert(visual->AccumBlueBits > 0);
}
if (softwareAlpha) {
assert(visual->RGBAflag);
assert(visual->AlphaBits > 0);
}
buffer->Visual = visual;
buffer->UseSoftwareDepthBuffer = softwareDepth;
buffer->UseSoftwareStencilBuffer = softwareStencil;
buffer->UseSoftwareAccumBuffer = softwareAccum;
buffer->UseSoftwareAlphaBuffers = softwareAlpha;
}
/*
* Free a framebuffer struct and its buffers.
*/
void
_mesa_destroy_framebuffer( GLframebuffer *buffer )
{
if (buffer) {
if (buffer->DepthBuffer) {
FREE( buffer->DepthBuffer );
}
if (buffer->Accum) {
FREE( buffer->Accum );
}
if (buffer->Stencil) {
FREE( buffer->Stencil );
}
if (buffer->FrontLeftAlpha) {
FREE( buffer->FrontLeftAlpha );
}
if (buffer->BackLeftAlpha) {
FREE( buffer->BackLeftAlpha );
}
if (buffer->FrontRightAlpha) {
FREE( buffer->FrontRightAlpha );
}
if (buffer->BackRightAlpha) {
FREE( buffer->BackRightAlpha );
}
FREE(buffer);
}
}
/**********************************************************************/
/***** Context allocation, initialization, destroying *****/
/**********************************************************************/
_glthread_DECLARE_STATIC_MUTEX(OneTimeLock);
/*
* This function just calls all the various one-time-init functions in Mesa.
*/
static void
one_time_init( void )
{
static GLboolean alreadyCalled = GL_FALSE;
_glthread_LOCK_MUTEX(OneTimeLock);
if (!alreadyCalled) {
/* do some implementation tests */
assert( sizeof(GLbyte) == 1 );
assert( sizeof(GLshort) >= 2 );
assert( sizeof(GLint) >= 4 );
assert( sizeof(GLubyte) == 1 );
assert( sizeof(GLushort) >= 2 );
assert( sizeof(GLuint) >= 4 );
gl_init_clip();
gl_init_eval();
_mesa_init_math();
gl_init_lists();
gl_init_shade();
gl_init_texture();
gl_init_transformation();
gl_init_translate();
gl_init_vbrender();
gl_init_vbxform();
gl_init_vertices();
if (getenv("MESA_DEBUG")) {
_glapi_noop_enable_warnings(GL_TRUE);
}
else {
_glapi_noop_enable_warnings(GL_FALSE);
}
#if defined(DEBUG) && defined(__DATE__) && defined(__TIME__)
fprintf(stderr, "Mesa DEBUG build %s %s\n", __DATE__, __TIME__);
#endif
alreadyCalled = GL_TRUE;
}
_glthread_UNLOCK_MUTEX(OneTimeLock);
}
/*
* Allocate and initialize a shared context state structure.
*/
static struct gl_shared_state *
alloc_shared_state( void )
{
GLuint d;
struct gl_shared_state *ss;
GLboolean outOfMemory;
ss = CALLOC_STRUCT(gl_shared_state);
if (!ss)
return NULL;
_glthread_INIT_MUTEX(ss->Mutex);
ss->DisplayList = _mesa_NewHashTable();
ss->TexObjects = _mesa_NewHashTable();
/* Default Texture objects */
outOfMemory = GL_FALSE;
for (d = 1 ; d <= 3 ; d++) {
ss->DefaultD[d] = gl_alloc_texture_object(ss, 0, d);
if (!ss->DefaultD[d]) {
outOfMemory = GL_TRUE;
break;
}
ss->DefaultD[d]->RefCount++; /* don't free if not in use */
}
ss->DefaultCubeMap = gl_alloc_texture_object(ss, 0, 6);
if (!ss->DefaultCubeMap) {
outOfMemory = GL_TRUE;
}
else {
ss->DefaultCubeMap->RefCount++;
}
if (!ss->DisplayList || !ss->TexObjects || outOfMemory) {
/* Ran out of memory at some point. Free everything and return NULL */
if (ss->DisplayList)
_mesa_DeleteHashTable(ss->DisplayList);
if (ss->TexObjects)
_mesa_DeleteHashTable(ss->TexObjects);
if (ss->DefaultD[1])
gl_free_texture_object(ss, ss->DefaultD[1]);
if (ss->DefaultD[2])
gl_free_texture_object(ss, ss->DefaultD[2]);
if (ss->DefaultD[3])
gl_free_texture_object(ss, ss->DefaultD[3]);
if (ss->DefaultCubeMap)
gl_free_texture_object(ss, ss->DefaultCubeMap);
FREE(ss);
return NULL;
}
else {
return ss;
}
}
/*
* Deallocate a shared state context and all children structures.
*/
static void
free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
{
/* Free display lists */
while (1) {
GLuint list = _mesa_HashFirstEntry(ss->DisplayList);
if (list) {
gl_destroy_list(ctx, list);
}
else {
break;
}
}
_mesa_DeleteHashTable(ss->DisplayList);
/* Free texture objects */
while (ss->TexObjectList)
{
if (ctx->Driver.DeleteTexture)
(*ctx->Driver.DeleteTexture)( ctx, ss->TexObjectList );
/* this function removes from linked list too! */
gl_free_texture_object(ss, ss->TexObjectList);
}
_mesa_DeleteHashTable(ss->TexObjects);
FREE(ss);
}
/*
* Initialize the nth light. Note that the defaults for light 0 are
* different than the other lights.
*/
static void
init_light( struct gl_light *l, GLuint n )
{
make_empty_list( l );
ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
if (n==0) {
ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
}
else {
ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
}
ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
l->SpotExponent = 0.0;
gl_compute_spot_exp_table( l );
l->SpotCutoff = 180.0;
l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
l->ConstantAttenuation = 1.0;
l->LinearAttenuation = 0.0;
l->QuadraticAttenuation = 0.0;
l->Enabled = GL_FALSE;
}
static void
init_lightmodel( struct gl_lightmodel *lm )
{
ASSIGN_4V( lm->Ambient, 0.2, 0.2, 0.2, 1.0 );
lm->LocalViewer = GL_FALSE;
lm->TwoSide = GL_FALSE;
lm->ColorControl = GL_SINGLE_COLOR;
}
static void
init_material( struct gl_material *m )
{
ASSIGN_4V( m->Ambient, 0.2, 0.2, 0.2, 1.0 );
ASSIGN_4V( m->Diffuse, 0.8, 0.8, 0.8, 1.0 );
ASSIGN_4V( m->Specular, 0.0, 0.0, 0.0, 1.0 );
ASSIGN_4V( m->Emission, 0.0, 0.0, 0.0, 1.0 );
m->Shininess = 0.0;
m->AmbientIndex = 0;
m->DiffuseIndex = 1;
m->SpecularIndex = 1;
}
static void
init_texture_unit( GLcontext *ctx, GLuint unit )
{
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
texUnit->EnvMode = GL_MODULATE;
texUnit->CombineModeRGB = GL_MODULATE;
texUnit->CombineModeA = GL_MODULATE;
texUnit->CombineSourceRGB[0] = GL_TEXTURE;
texUnit->CombineSourceRGB[1] = GL_PREVIOUS_EXT;
texUnit->CombineSourceRGB[2] = GL_CONSTANT_EXT;
texUnit->CombineSourceA[0] = GL_TEXTURE;
texUnit->CombineSourceA[1] = GL_PREVIOUS_EXT;
texUnit->CombineSourceA[2] = GL_CONSTANT_EXT;
texUnit->CombineOperandRGB[0] = GL_SRC_COLOR;
texUnit->CombineOperandRGB[1] = GL_SRC_COLOR;
texUnit->CombineOperandRGB[2] = GL_SRC_ALPHA;
texUnit->CombineOperandA[0] = GL_SRC_ALPHA;
texUnit->CombineOperandA[1] = GL_SRC_ALPHA;
texUnit->CombineOperandA[2] = GL_SRC_ALPHA;
texUnit->CombineScaleShiftRGB = 0;
texUnit->CombineScaleShiftA = 0;
ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
texUnit->TexGenEnabled = 0;
texUnit->GenModeS = GL_EYE_LINEAR;
texUnit->GenModeT = GL_EYE_LINEAR;
texUnit->GenModeR = GL_EYE_LINEAR;
texUnit->GenModeQ = GL_EYE_LINEAR;
texUnit->_GenBitS = TEXGEN_EYE_LINEAR;
texUnit->_GenBitT = TEXGEN_EYE_LINEAR;
texUnit->_GenBitR = TEXGEN_EYE_LINEAR;
texUnit->_GenBitQ = TEXGEN_EYE_LINEAR;
/* Yes, these plane coefficients are correct! */
ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 );
texUnit->CurrentD[1] = ctx->Shared->DefaultD[1];
texUnit->CurrentD[2] = ctx->Shared->DefaultD[2];
texUnit->CurrentD[3] = ctx->Shared->DefaultD[3];
texUnit->CurrentCubeMap = ctx->Shared->DefaultCubeMap;
}
static void
init_fallback_arrays( GLcontext *ctx )
{
struct gl_client_array *cl;
GLuint i;
cl = &ctx->Fallback.Normal;
cl->Size = 3;
cl->Type = GL_FLOAT;
cl->Stride = 0;
cl->StrideB = 0;
cl->Ptr = (void *) ctx->Current.Normal;
cl->Enabled = 1;
cl = &ctx->Fallback.Color;
cl->Size = 4;
cl->Type = GL_UNSIGNED_BYTE;
cl->Stride = 0;
cl->StrideB = 0;
cl->Ptr = (void *) ctx->Current.Color;
cl->Enabled = 1;
cl = &ctx->Fallback.SecondaryColor;
cl->Size = 3;
cl->Type = GL_UNSIGNED_BYTE;
cl->Stride = 0;
cl->StrideB = 0;
cl->Ptr = (void *) ctx->Current.SecondaryColor;
cl->Enabled = 1;
cl = &ctx->Fallback.FogCoord;
cl->Size = 1;
cl->Type = GL_FLOAT;
cl->Stride = 0;
cl->StrideB = 0;
cl->Ptr = (void *) &ctx->Current.FogCoord;
cl->Enabled = 1;
cl = &ctx->Fallback.Index;
cl->Size = 1;
cl->Type = GL_UNSIGNED_INT;
cl->Stride = 0;
cl->StrideB = 0;
cl->Ptr = (void *) &ctx->Current.Index;
cl->Enabled = 1;
for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
cl = &ctx->Fallback.TexCoord[i];
cl->Size = 4;
cl->Type = GL_FLOAT;
cl->Stride = 0;
cl->StrideB = 0;
cl->Ptr = (void *) ctx->Current.Texcoord[i];
cl->Enabled = 1;
}
cl = &ctx->Fallback.EdgeFlag;
cl->Size = 1;
cl->Type = GL_UNSIGNED_BYTE;
cl->Stride = 0;
cl->StrideB = 0;
cl->Ptr = (void *) &ctx->Current.EdgeFlag;
cl->Enabled = 1;
}
/* Initialize a 1-D evaluator map */
static void
init_1d_map( struct gl_1d_map *map, int n, const float *initial )
{
map->Order = 1;
map->u1 = 0.0;
map->u2 = 1.0;
map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
if (map->Points) {
GLint i;
for (i=0;i<n;i++)
map->Points[i] = initial[i];
}
}
/* Initialize a 2-D evaluator map */
static void
init_2d_map( struct gl_2d_map *map, int n, const float *initial )
{
map->Uorder = 1;
map->Vorder = 1;
map->u1 = 0.0;
map->u2 = 1.0;
map->v1 = 0.0;
map->v2 = 1.0;
map->Points = (GLfloat *) MALLOC(n * sizeof(GLfloat));
if (map->Points) {
GLint i;
for (i=0;i<n;i++)
map->Points[i] = initial[i];
}
}
/*
* Initialize the attribute groups in a GLcontext.
*/
static void
init_attrib_groups( GLcontext *ctx )
{
GLuint i, j;
assert(ctx);
/* Constants, may be overriden by device drivers */
ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
ctx->Const.MaxTextureSize = 1 << (MAX_TEXTURE_LEVELS - 1);
ctx->Const.MaxCubeTextureSize = ctx->Const.MaxTextureSize;
ctx->Const.MaxTextureUnits = MAX_TEXTURE_UNITS;
ctx->Const.MaxArrayLockSize = MAX_ARRAY_LOCK_SIZE;
ctx->Const.SubPixelBits = SUB_PIXEL_BITS;
ctx->Const.MinPointSize = MIN_POINT_SIZE;
ctx->Const.MaxPointSize = MAX_POINT_SIZE;
ctx->Const.MinPointSizeAA = MIN_POINT_SIZE;
ctx->Const.MaxPointSizeAA = MAX_POINT_SIZE;
ctx->Const.PointSizeGranularity = POINT_SIZE_GRANULARITY;
ctx->Const.MinLineWidth = MIN_LINE_WIDTH;
ctx->Const.MaxLineWidth = MAX_LINE_WIDTH;
ctx->Const.MinLineWidthAA = MIN_LINE_WIDTH;
ctx->Const.MaxLineWidthAA = MAX_LINE_WIDTH;
ctx->Const.LineWidthGranularity = LINE_WIDTH_GRANULARITY;
ctx->Const.NumAuxBuffers = NUM_AUX_BUFFERS;
ctx->Const.MaxColorTableSize = MAX_COLOR_TABLE_SIZE;
ctx->Const.MaxConvolutionWidth = MAX_CONVOLUTION_WIDTH;
ctx->Const.MaxConvolutionHeight = MAX_CONVOLUTION_HEIGHT;
ctx->Const.NumCompressedTextureFormats = 0;
/* Modelview matrix */
gl_matrix_ctr( &ctx->ModelView );
gl_matrix_alloc_inv( &ctx->ModelView );
ctx->ModelViewStackDepth = 0;
for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
gl_matrix_ctr( &ctx->ModelViewStack[i] );
gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
}
/* Projection matrix - need inv for user clipping in clip space*/
gl_matrix_ctr( &ctx->ProjectionMatrix );
gl_matrix_alloc_inv( &ctx->ProjectionMatrix );
gl_matrix_ctr( &ctx->_ModelProjectMatrix );
ctx->ProjectionStackDepth = 0;
ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
gl_matrix_ctr( &ctx->ProjectionStack[i] );
gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
}
/* Texture matrix */
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
gl_matrix_ctr( &ctx->TextureMatrix[i] );
ctx->TextureStackDepth[i] = 0;
for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
gl_matrix_ctr( &ctx->TextureStack[i][j] );
ctx->TextureStack[i][j].inv = 0;
}
}
/* Color matrix */
gl_matrix_ctr(&ctx->ColorMatrix);
ctx->ColorStackDepth = 0;
for (j = 0; j < MAX_COLOR_STACK_DEPTH - 1; j++) {
gl_matrix_ctr(&ctx->ColorStack[j]);
}
/* Accumulate buffer group */
ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
/* Color buffer group */
ctx->Color.IndexMask = 0xffffffff;
ctx->Color.ColorMask[0] = 0xff;
ctx->Color.ColorMask[1] = 0xff;
ctx->Color.ColorMask[2] = 0xff;
ctx->Color.ColorMask[3] = 0xff;
ctx->Color.ClearIndex = 0;
ASSIGN_4V( ctx->Color.ClearColor, 0.0, 0.0, 0.0, 0.0 );
ctx->Color.DrawBuffer = GL_FRONT;
ctx->Color.AlphaEnabled = GL_FALSE;
ctx->Color.AlphaFunc = GL_ALWAYS;
ctx->Color.AlphaRef = 0;
ctx->Color.BlendEnabled = GL_FALSE;
ctx->Color.BlendSrcRGB = GL_ONE;
ctx->Color.BlendDstRGB = GL_ZERO;
ctx->Color.BlendSrcA = GL_ONE;
ctx->Color.BlendDstA = GL_ZERO;
ctx->Color.BlendEquation = GL_FUNC_ADD_EXT;
ASSIGN_4V( ctx->Color.BlendColor, 0.0, 0.0, 0.0, 0.0 );
ctx->Color.IndexLogicOpEnabled = GL_FALSE;
ctx->Color.ColorLogicOpEnabled = GL_FALSE;
ctx->Color.LogicOp = GL_COPY;
ctx->Color.DitherFlag = GL_TRUE;
ctx->Color.MultiDrawBuffer = GL_FALSE;
/* Current group */
ASSIGN_4V( ctx->Current.Color, CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX );
ctx->Current.Index = 1;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
ASSIGN_4V( ctx->Current.Texcoord[i], 0.0, 0.0, 0.0, 1.0 );
ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterDistance = 0.0;
ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
ctx->Current.RasterIndex = 1;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
ASSIGN_4V( ctx->Current.RasterMultiTexCoord[i], 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterTexCoord = ctx->Current.RasterMultiTexCoord[0];
ctx->Current.RasterPosValid = GL_TRUE;
ctx->Current.EdgeFlag = GL_TRUE;
ASSIGN_3V( ctx->Current.Normal, 0.0, 0.0, 1.0 );
ctx->Current.Primitive = (GLenum) (GL_POLYGON + 1);
ctx->Current.Flag = (VERT_NORM |
VERT_INDEX |
VERT_RGBA |
VERT_SPEC_RGB |
VERT_FOG_COORD |
VERT_EDGE |
VERT_TEX0_12 |
VERT_TEX1_12 |
VERT_TEX2_12 |
VERT_TEX3_12 |
VERT_MATERIAL);
init_fallback_arrays( ctx );
/* Depth buffer group */
ctx->Depth.Test = GL_FALSE;
ctx->Depth.Clear = 1.0;
ctx->Depth.Func = GL_LESS;
ctx->Depth.Mask = GL_TRUE;
ctx->Depth.OcclusionTest = GL_FALSE;
/* Evaluators group */
ctx->Eval.Map1Color4 = GL_FALSE;
ctx->Eval.Map1Index = GL_FALSE;
ctx->Eval.Map1Normal = GL_FALSE;
ctx->Eval.Map1TextureCoord1 = GL_FALSE;
ctx->Eval.Map1TextureCoord2 = GL_FALSE;
ctx->Eval.Map1TextureCoord3 = GL_FALSE;
ctx->Eval.Map1TextureCoord4 = GL_FALSE;
ctx->Eval.Map1Vertex3 = GL_FALSE;
ctx->Eval.Map1Vertex4 = GL_FALSE;
ctx->Eval.Map2Color4 = GL_FALSE;
ctx->Eval.Map2Index = GL_FALSE;
ctx->Eval.Map2Normal = GL_FALSE;
ctx->Eval.Map2TextureCoord1 = GL_FALSE;
ctx->Eval.Map2TextureCoord2 = GL_FALSE;
ctx->Eval.Map2TextureCoord3 = GL_FALSE;
ctx->Eval.Map2TextureCoord4 = GL_FALSE;
ctx->Eval.Map2Vertex3 = GL_FALSE;
ctx->Eval.Map2Vertex4 = GL_FALSE;
ctx->Eval.AutoNormal = GL_FALSE;
ctx->Eval.MapGrid1un = 1;
ctx->Eval.MapGrid1u1 = 0.0;
ctx->Eval.MapGrid1u2 = 1.0;
ctx->Eval.MapGrid2un = 1;
ctx->Eval.MapGrid2vn = 1;
ctx->Eval.MapGrid2u1 = 0.0;
ctx->Eval.MapGrid2u2 = 1.0;
ctx->Eval.MapGrid2v1 = 0.0;
ctx->Eval.MapGrid2v2 = 1.0;
/* Evaluator data */
{
static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
static GLfloat index[1] = { 1.0 };
static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
}
/* Fog group */
ctx->Fog.Enabled = GL_FALSE;
ctx->Fog.Mode = GL_EXP;
ASSIGN_4V( ctx->Fog.Color, 0.0, 0.0, 0.0, 0.0 );
ctx->Fog.Index = 0.0;
ctx->Fog.Density = 1.0;
ctx->Fog.Start = 0.0;
ctx->Fog.End = 1.0;
ctx->Fog.ColorSumEnabled = GL_FALSE;
ctx->Fog.FogCoordinateSource = GL_FRAGMENT_DEPTH_EXT;
/* Hint group */
ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
ctx->Hint.PointSmooth = GL_DONT_CARE;
ctx->Hint.LineSmooth = GL_DONT_CARE;
ctx->Hint.PolygonSmooth = GL_DONT_CARE;
ctx->Hint.Fog = GL_DONT_CARE;
ctx->Hint.AllowDrawWin = GL_TRUE;
ctx->Hint.AllowDrawFrg = GL_TRUE;
ctx->Hint.AllowDrawMem = GL_TRUE;
ctx->Hint.StrictLighting = GL_TRUE;
ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
ctx->Hint.TextureCompression = GL_DONT_CARE;
/* Histogram group */
ctx->Histogram.Width = 0;
ctx->Histogram.Format = GL_RGBA;
ctx->Histogram.Sink = GL_FALSE;
ctx->Histogram.RedSize = 0xffffffff;
ctx->Histogram.GreenSize = 0xffffffff;
ctx->Histogram.BlueSize = 0xffffffff;
ctx->Histogram.AlphaSize = 0xffffffff;
ctx->Histogram.LuminanceSize = 0xffffffff;
for (i = 0; i < HISTOGRAM_TABLE_SIZE; i++) {
ctx->Histogram.Count[i][0] = 0;
ctx->Histogram.Count[i][1] = 0;
ctx->Histogram.Count[i][2] = 0;
ctx->Histogram.Count[i][3] = 0;
}
/* Min/Max group */
ctx->MinMax.Format = GL_RGBA;
ctx->MinMax.Sink = GL_FALSE;
ctx->MinMax.Min[RCOMP] = 1000; ctx->MinMax.Max[RCOMP] = -1000;
ctx->MinMax.Min[GCOMP] = 1000; ctx->MinMax.Max[GCOMP] = -1000;
ctx->MinMax.Min[BCOMP] = 1000; ctx->MinMax.Max[BCOMP] = -1000;
ctx->MinMax.Min[ACOMP] = 1000; ctx->MinMax.Max[ACOMP] = -1000;
/* Pipeline */
gl_pipeline_init( ctx );
gl_cva_init( ctx );
/* Extensions */
gl_extensions_ctr( ctx );
ctx->AllowVertexCull = CLIP_CULLED_BIT;
/* Lighting group */
for (i=0;i<MAX_LIGHTS;i++) {
init_light( &ctx->Light.Light[i], i );
}
make_empty_list( &ctx->Light.EnabledList );
init_lightmodel( &ctx->Light.Model );
init_material( &ctx->Light.Material[0] );
init_material( &ctx->Light.Material[1] );
ctx->Light.ShadeModel = GL_SMOOTH;
ctx->Light.Enabled = GL_FALSE;
ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
ctx->Light.ColorMaterialBitmask
= gl_material_bitmask( ctx,
GL_FRONT_AND_BACK,
GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
ctx->Light.ColorMaterialEnabled = GL_FALSE;
/* Lighting miscellaneous */
ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
make_empty_list( ctx->_ShineTabList );
for (i = 0 ; i < 10 ; i++) {
struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
s->shininess = -1;
s->refcount = 0;
insert_at_tail( ctx->_ShineTabList, s );
}
for (i = 0 ; i < 4 ; i++) {
ctx->_ShineTable[i] = ctx->_ShineTabList->prev;
ctx->_ShineTable[i]->refcount++;
}
gl_compute_shine_table( ctx, 0, ctx->Light.Material[0].Shininess );
gl_compute_shine_table( ctx, 2, ctx->Light.Material[0].Shininess * .5 );
gl_compute_shine_table( ctx, 1, ctx->Light.Material[1].Shininess );
gl_compute_shine_table( ctx, 3, ctx->Light.Material[1].Shininess * .5 );
/* Line group */
ctx->Line.SmoothFlag = GL_FALSE;
ctx->Line.StippleFlag = GL_FALSE;
ctx->Line.Width = 1.0;
ctx->Line.StipplePattern = 0xffff;
ctx->Line.StippleFactor = 1;
/* Display List group */
ctx->List.ListBase = 0;
/* Pixel group */
ctx->Pixel.RedBias = 0.0;
ctx->Pixel.RedScale = 1.0;
ctx->Pixel.GreenBias = 0.0;
ctx->Pixel.GreenScale = 1.0;
ctx->Pixel.BlueBias = 0.0;
ctx->Pixel.BlueScale = 1.0;
ctx->Pixel.AlphaBias = 0.0;
ctx->Pixel.AlphaScale = 1.0;
ctx->Pixel.DepthBias = 0.0;
ctx->Pixel.DepthScale = 1.0;
ctx->Pixel.IndexOffset = 0;
ctx->Pixel.IndexShift = 0;
ctx->Pixel.ZoomX = 1.0;
ctx->Pixel.ZoomY = 1.0;
ctx->Pixel.MapColorFlag = GL_FALSE;
ctx->Pixel.MapStencilFlag = GL_FALSE;
ctx->Pixel.MapStoSsize = 1;
ctx->Pixel.MapItoIsize = 1;
ctx->Pixel.MapItoRsize = 1;
ctx->Pixel.MapItoGsize = 1;
ctx->Pixel.MapItoBsize = 1;
ctx->Pixel.MapItoAsize = 1;
ctx->Pixel.MapRtoRsize = 1;
ctx->Pixel.MapGtoGsize = 1;
ctx->Pixel.MapBtoBsize = 1;
ctx->Pixel.MapAtoAsize = 1;
ctx->Pixel.MapStoS[0] = 0;
ctx->Pixel.MapItoI[0] = 0;
ctx->Pixel.MapItoR[0] = 0.0;
ctx->Pixel.MapItoG[0] = 0.0;
ctx->Pixel.MapItoB[0] = 0.0;
ctx->Pixel.MapItoA[0] = 0.0;
ctx->Pixel.MapItoR8[0] = 0;
ctx->Pixel.MapItoG8[0] = 0;
ctx->Pixel.MapItoB8[0] = 0;
ctx->Pixel.MapItoA8[0] = 0;
ctx->Pixel.MapRtoR[0] = 0.0;
ctx->Pixel.MapGtoG[0] = 0.0;
ctx->Pixel.MapBtoB[0] = 0.0;
ctx->Pixel.MapAtoA[0] = 0.0;
ctx->Pixel.HistogramEnabled = GL_FALSE;
ctx->Pixel.MinMaxEnabled = GL_FALSE;
ctx->Pixel.PixelTextureEnabled = GL_FALSE;
ctx->Pixel.FragmentRgbSource = GL_PIXEL_GROUP_COLOR_SGIS;
ctx->Pixel.FragmentAlphaSource = GL_PIXEL_GROUP_COLOR_SGIS;
ASSIGN_4V(ctx->Pixel.PostColorMatrixScale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.PostColorMatrixBias, 0.0, 0.0, 0.0, 0.0);
ASSIGN_4V(ctx->Pixel.ColorTableScale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.ColorTableBias, 0.0, 0.0, 0.0, 0.0);
ASSIGN_4V(ctx->Pixel.PCCTscale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.PCCTbias, 0.0, 0.0, 0.0, 0.0);
ASSIGN_4V(ctx->Pixel.PCMCTscale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.PCMCTbias, 0.0, 0.0, 0.0, 0.0);
ctx->Pixel.ColorTableEnabled = GL_FALSE;
ctx->Pixel.PostConvolutionColorTableEnabled = GL_FALSE;
ctx->Pixel.PostColorMatrixColorTableEnabled = GL_FALSE;
ctx->Pixel.Convolution1DEnabled = GL_FALSE;
ctx->Pixel.Convolution2DEnabled = GL_FALSE;
ctx->Pixel.Separable2DEnabled = GL_FALSE;
for (i = 0; i < 3; i++) {
ASSIGN_4V(ctx->Pixel.ConvolutionBorderColor[i], 0.0, 0.0, 0.0, 0.0);
ctx->Pixel.ConvolutionBorderMode[i] = GL_REDUCE;
ASSIGN_4V(ctx->Pixel.ConvolutionFilterScale[i], 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.ConvolutionFilterBias[i], 0.0, 0.0, 0.0, 0.0);
}
ASSIGN_4V(ctx->Pixel.PostConvolutionScale, 1.0, 1.0, 1.0, 1.0);
ASSIGN_4V(ctx->Pixel.PostConvolutionBias, 0.0, 0.0, 0.0, 0.0);
/* Point group */
ctx->Point.SmoothFlag = GL_FALSE;
ctx->Point.Size = 1.0;
ctx->Point._Size = 1.0;
ctx->Point.Params[0] = 1.0;
ctx->Point.Params[1] = 0.0;
ctx->Point.Params[2] = 0.0;
ctx->Point._Attenuated = GL_FALSE;
ctx->Point.MinSize = 0.0;
ctx->Point.MaxSize = ctx->Const.MaxPointSize;
ctx->Point.Threshold = 1.0;
/* Polygon group */
ctx->Polygon.CullFlag = GL_FALSE;
ctx->Polygon.CullFaceMode = GL_BACK;
ctx->Polygon.FrontFace = GL_CCW;
ctx->Polygon.FrontBit = 0;
ctx->Polygon.FrontMode = GL_FILL;
ctx->Polygon.BackMode = GL_FILL;
ctx->Polygon._Unfilled = GL_FALSE;
ctx->Polygon.SmoothFlag = GL_FALSE;
ctx->Polygon.StippleFlag = GL_FALSE;
ctx->Polygon.OffsetFactor = 0.0F;
ctx->Polygon.OffsetUnits = 0.0F;
ctx->Polygon.OffsetMRD = 0.0F;
ctx->Polygon.OffsetPoint = GL_FALSE;
ctx->Polygon.OffsetLine = GL_FALSE;
ctx->Polygon.OffsetFill = GL_FALSE;
/* Polygon Stipple group */
MEMSET( ctx->PolygonStipple, 0xff, 32*sizeof(GLuint) );
/* Scissor group */
ctx->Scissor.Enabled = GL_FALSE;
ctx->Scissor.X = 0;
ctx->Scissor.Y = 0;
ctx->Scissor.Width = 0;
ctx->Scissor.Height = 0;
/* Stencil group */
ctx->Stencil.Enabled = GL_FALSE;
ctx->Stencil.Function = GL_ALWAYS;
ctx->Stencil.FailFunc = GL_KEEP;
ctx->Stencil.ZPassFunc = GL_KEEP;
ctx->Stencil.ZFailFunc = GL_KEEP;
ctx->Stencil.Ref = 0;
ctx->Stencil.ValueMask = STENCIL_MAX;
ctx->Stencil.Clear = 0;
ctx->Stencil.WriteMask = STENCIL_MAX;
/* Texture group */
ctx->Texture.CurrentUnit = 0; /* multitexture */
ctx->Texture.CurrentTransformUnit = 0; /* multitexture */
ctx->Texture._ReallyEnabled = 0;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
init_texture_unit( ctx, i );
ctx->Texture.SharedPalette = GL_FALSE;
_mesa_init_colortable(&ctx->Texture.Palette);
/* Transformation group */
ctx->Transform.MatrixMode = GL_MODELVIEW;
ctx->Transform.Normalize = GL_FALSE;
ctx->Transform.RescaleNormals = GL_FALSE;
for (i=0;i<MAX_CLIP_PLANES;i++) {
ctx->Transform.ClipEnabled[i] = GL_FALSE;
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
ctx->Transform._AnyClip = GL_FALSE;
/* Viewport group */
ctx->Viewport.X = 0;
ctx->Viewport.Y = 0;
ctx->Viewport.Width = 0;
ctx->Viewport.Height = 0;
ctx->Viewport.Near = 0.0;
ctx->Viewport.Far = 1.0;
gl_matrix_ctr(&ctx->Viewport._WindowMap);
#define Sz 10
#define Tz 14
ctx->Viewport._WindowMap.m[Sz] = 0.5 * ctx->Visual.DepthMaxF;
ctx->Viewport._WindowMap.m[Tz] = 0.5 * ctx->Visual.DepthMaxF;
#undef Sz
#undef Tz
ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
/* Vertex arrays */
ctx->Array.Vertex.Size = 4;
ctx->Array.Vertex.Type = GL_FLOAT;
ctx->Array.Vertex.Stride = 0;
ctx->Array.Vertex.StrideB = 0;
ctx->Array.Vertex.Ptr = NULL;
ctx->Array.Vertex.Enabled = GL_FALSE;
ctx->Array.Normal.Type = GL_FLOAT;
ctx->Array.Normal.Stride = 0;
ctx->Array.Normal.StrideB = 0;
ctx->Array.Normal.Ptr = NULL;
ctx->Array.Normal.Enabled = GL_FALSE;
ctx->Array.Color.Size = 4;
ctx->Array.Color.Type = GL_FLOAT;
ctx->Array.Color.Stride = 0;
ctx->Array.Color.StrideB = 0;
ctx->Array.Color.Ptr = NULL;
ctx->Array.Color.Enabled = GL_FALSE;
ctx->Array.Index.Type = GL_FLOAT;
ctx->Array.Index.Stride = 0;
ctx->Array.Index.StrideB = 0;
ctx->Array.Index.Ptr = NULL;
ctx->Array.Index.Enabled = GL_FALSE;
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
ctx->Array.TexCoord[i].Size = 4;
ctx->Array.TexCoord[i].Type = GL_FLOAT;
ctx->Array.TexCoord[i].Stride = 0;
ctx->Array.TexCoord[i].StrideB = 0;
ctx->Array.TexCoord[i].Ptr = NULL;
ctx->Array.TexCoord[i].Enabled = GL_FALSE;
}
ctx->Array.TexCoordInterleaveFactor = 1;
ctx->Array.EdgeFlag.Stride = 0;
ctx->Array.EdgeFlag.StrideB = 0;
ctx->Array.EdgeFlag.Ptr = NULL;
ctx->Array.EdgeFlag.Enabled = GL_FALSE;
ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
/* Pixel transfer */
ctx->Pack.Alignment = 4;
ctx->Pack.RowLength = 0;
ctx->Pack.ImageHeight = 0;
ctx->Pack.SkipPixels = 0;
ctx->Pack.SkipRows = 0;
ctx->Pack.SkipImages = 0;
ctx->Pack.SwapBytes = GL_FALSE;
ctx->Pack.LsbFirst = GL_FALSE;
ctx->Unpack.Alignment = 4;
ctx->Unpack.RowLength = 0;
ctx->Unpack.ImageHeight = 0;
ctx->Unpack.SkipPixels = 0;
ctx->Unpack.SkipRows = 0;
ctx->Unpack.SkipImages = 0;
ctx->Unpack.SwapBytes = GL_FALSE;
ctx->Unpack.LsbFirst = GL_FALSE;
/* Feedback */
ctx->Feedback.Type = GL_2D; /* TODO: verify */
ctx->Feedback.Buffer = NULL;
ctx->Feedback.BufferSize = 0;
ctx->Feedback.Count = 0;
/* Selection/picking */
ctx->Select.Buffer = NULL;
ctx->Select.BufferSize = 0;
ctx->Select.BufferCount = 0;
ctx->Select.Hits = 0;
ctx->Select.NameStackDepth = 0;
/* Renderer and client attribute stacks */
ctx->AttribStackDepth = 0;
ctx->ClientAttribStackDepth = 0;
/* Display list */
ctx->CallDepth = 0;
ctx->ExecuteFlag = GL_TRUE;
ctx->CompileFlag = GL_FALSE;
ctx->CurrentListPtr = NULL;
ctx->CurrentBlock = NULL;
ctx->CurrentListNum = 0;
ctx->CurrentPos = 0;
/* Color tables */
_mesa_init_colortable(&ctx->ColorTable);
_mesa_init_colortable(&ctx->ProxyColorTable);
_mesa_init_colortable(&ctx->PostConvolutionColorTable);
_mesa_init_colortable(&ctx->ProxyPostConvolutionColorTable);
_mesa_init_colortable(&ctx->PostColorMatrixColorTable);
_mesa_init_colortable(&ctx->ProxyPostColorMatrixColorTable);
/* Miscellaneous */
ctx->NewState = _NEW_ALL;
ctx->RenderMode = GL_RENDER;
ctx->_ImageTransferState = 0;
ctx->_NeedNormals = 0;
ctx->_NeedEyeCoords = 0;
ctx->_ModelViewInvScale = 1.0;
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
ctx->CatchSignals = GL_TRUE;
ctx->OcclusionResult = GL_FALSE;
ctx->OcclusionResultSaved = GL_FALSE;
/* For debug/development only */
ctx->NoRaster = getenv("MESA_NO_RASTER") ? GL_TRUE : GL_FALSE;
ctx->FirstTimeCurrent = GL_TRUE;
/* Dither disable */
ctx->NoDither = getenv("MESA_NO_DITHER") ? GL_TRUE : GL_FALSE;
if (ctx->NoDither) {
if (getenv("MESA_DEBUG")) {
fprintf(stderr, "MESA_NO_DITHER set - dithering disabled\n");
}
ctx->Color.DitherFlag = GL_FALSE;
}
}
/*
* Allocate the proxy textures. If we run out of memory part way through
* the allocations clean up and return GL_FALSE.
* Return: GL_TRUE=success, GL_FALSE=failure
*/
static GLboolean
alloc_proxy_textures( GLcontext *ctx )
{
GLboolean out_of_memory;
GLint i;
ctx->Texture.Proxy1D = gl_alloc_texture_object(NULL, 0, 1);
if (!ctx->Texture.Proxy1D) {
return GL_FALSE;
}
ctx->Texture.Proxy2D = gl_alloc_texture_object(NULL, 0, 2);
if (!ctx->Texture.Proxy2D) {
gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
return GL_FALSE;
}
ctx->Texture.Proxy3D = gl_alloc_texture_object(NULL, 0, 3);
if (!ctx->Texture.Proxy3D) {
gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
return GL_FALSE;
}
out_of_memory = GL_FALSE;
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
ctx->Texture.Proxy1D->Image[i] = _mesa_alloc_texture_image();
ctx->Texture.Proxy2D->Image[i] = _mesa_alloc_texture_image();
ctx->Texture.Proxy3D->Image[i] = _mesa_alloc_texture_image();
if (!ctx->Texture.Proxy1D->Image[i]
|| !ctx->Texture.Proxy2D->Image[i]
|| !ctx->Texture.Proxy3D->Image[i]) {
out_of_memory = GL_TRUE;
}
}
if (out_of_memory) {
for (i=0;i<MAX_TEXTURE_LEVELS;i++) {
if (ctx->Texture.Proxy1D->Image[i]) {
_mesa_free_texture_image(ctx->Texture.Proxy1D->Image[i]);
}
if (ctx->Texture.Proxy2D->Image[i]) {
_mesa_free_texture_image(ctx->Texture.Proxy2D->Image[i]);
}
if (ctx->Texture.Proxy3D->Image[i]) {
_mesa_free_texture_image(ctx->Texture.Proxy3D->Image[i]);
}
}
gl_free_texture_object(NULL, ctx->Texture.Proxy1D);
gl_free_texture_object(NULL, ctx->Texture.Proxy2D);
gl_free_texture_object(NULL, ctx->Texture.Proxy3D);
return GL_FALSE;
}
else {
return GL_TRUE;
}
}
/*
* Initialize a GLcontext struct. This includes allocating all the
* other structs and arrays which hang off of the context by pointers.
*/
GLboolean
_mesa_initialize_context( GLcontext *ctx,
GLvisual *visual,
GLcontext *share_list,
void *driver_ctx,
GLboolean direct )
{
GLuint dispatchSize;
(void) direct; /* not used */
/* misc one-time initializations */
one_time_init();
/**
** OpenGL SI stuff
**/
if (!ctx->imports.malloc) {
_mesa_InitDefaultImports(&ctx->imports, driver_ctx, NULL);
}
/* exports are setup by the device driver */
ctx->DriverCtx = driver_ctx;
ctx->Visual = *visual;
ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
ctx->VB = gl_vb_create_for_immediate( ctx );
if (!ctx->VB) {
return GL_FALSE;
}
ctx->input = ctx->VB->IM;
if (share_list) {
/* share the group of display lists of another context */
ctx->Shared = share_list->Shared;
}
else {
/* allocate new group of display lists */
ctx->Shared = alloc_shared_state();
if (!ctx->Shared) {
ALIGN_FREE( ctx->VB );
return GL_FALSE;
}
}
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount++;
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
init_attrib_groups( ctx );
gl_reset_vb( ctx->VB );
gl_reset_input( ctx );
if (visual->DBflag) {
ctx->Color.DrawBuffer = GL_BACK;
ctx->Color.DriverDrawBuffer = GL_BACK_LEFT;
ctx->Color.DrawDestMask = BACK_LEFT_BIT;
ctx->Pixel.ReadBuffer = GL_BACK;
ctx->Pixel.DriverReadBuffer = GL_BACK_LEFT;
}
else {
ctx->Color.DrawBuffer = GL_FRONT;
ctx->Color.DriverDrawBuffer = GL_FRONT_LEFT;
ctx->Color.DrawDestMask = FRONT_LEFT_BIT;
ctx->Pixel.ReadBuffer = GL_FRONT;
ctx->Pixel.DriverReadBuffer = GL_FRONT_LEFT;
}
if (!alloc_proxy_textures(ctx)) {
free_shared_state(ctx, ctx->Shared);
ALIGN_FREE( ctx->VB );
return GL_FALSE;
}
/* register the most recent extension functions with libGL */
_glapi_add_entrypoint("glTbufferMask3DFX", 553);
_glapi_add_entrypoint("glCompressedTexImage3DARB", 554);
_glapi_add_entrypoint("glCompressedTexImage2DARB", 555);
_glapi_add_entrypoint("glCompressedTexImage1DARB", 556);
_glapi_add_entrypoint("glCompressedTexSubImage3DARB", 557);
_glapi_add_entrypoint("glCompressedTexSubImage2DARB", 558);
_glapi_add_entrypoint("glCompressedTexSubImage1DARB", 559);
_glapi_add_entrypoint("glGetCompressedTexImageARB", 560);
/* Find the larger of Mesa's dispatch table and libGL's dispatch table.
* In practice, this'll be the same for stand-alone Mesa. But for DRI
* Mesa we do this to accomodate different versions of libGL and various
* DRI drivers.
*/
dispatchSize = MAX2(_glapi_get_dispatch_table_size(),
sizeof(struct _glapi_table) / sizeof(void *));
/* setup API dispatch tables */
ctx->Exec = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
ctx->Save = (struct _glapi_table *) CALLOC(dispatchSize * sizeof(void*));
if (!ctx->Exec || !ctx->Save) {
free_shared_state(ctx, ctx->Shared);
ALIGN_FREE( ctx->VB );
if (ctx->Exec)
FREE( ctx->Exec );
}
_mesa_init_exec_table(ctx->Exec, dispatchSize);
_mesa_init_dlist_table(ctx->Save, dispatchSize);
ctx->CurrentDispatch = ctx->Exec;
#if defined(MESA_TRACE)
ctx->TraceCtx = CALLOC( sizeof(trace_context_t) );
#if 0
/* Brian: do you want to have CreateContext fail here,
or should we just trap in NewTrace (currently done)? */
if (!(ctx->TraceCtx)) {
free_shared_state(ctx, ctx->Shared);
ALIGN_FREE( ctx->VB );
FREE( ctx->Exec );
FREE( ctx->Save );
return GL_FALSE;
}
#endif
trInitContext(ctx->TraceCtx);
ctx->TraceDispatch = (struct _glapi_table *)
CALLOC(dispatchSize * sizeof(void*));
#if 0
if (!(ctx->TraceCtx)) {
free_shared_state(ctx, ctx->Shared);
ALIGN_FREE( ctx->VB );
FREE( ctx->Exec );
FREE( ctx->Save );
FREE( ctx->TraceCtx );
return GL_FALSE;
}
#endif
trInitDispatch(ctx->TraceDispatch);
#endif
return GL_TRUE;
}
/*
* Allocate and initialize a GLcontext structure.
* Input: visual - a GLvisual pointer
* sharelist - another context to share display lists with or NULL
* driver_ctx - pointer to device driver's context state struct
* Return: pointer to a new __GLcontextRec or NULL if error.
*/
GLcontext *
_mesa_create_context( GLvisual *visual,
GLcontext *share_list,
void *driver_ctx,
GLboolean direct )
{
GLcontext *ctx = (GLcontext *) CALLOC( sizeof(GLcontext) );
if (!ctx) {
return NULL;
}
if (_mesa_initialize_context(ctx, visual, share_list, driver_ctx, direct)) {
return ctx;
}
else {
FREE(ctx);
return NULL;
}
}
/*
* Free the data associated with the given context.
* But don't free() the GLcontext struct itself!
*/
void
_mesa_free_context_data( GLcontext *ctx )
{
struct gl_shine_tab *s, *tmps;
GLuint i, j;
/* if we're destroying the current context, unbind it first */
if (ctx == _mesa_get_current_context()) {
_mesa_make_current(NULL, NULL);
}
gl_matrix_dtr( &ctx->ModelView );
for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
gl_matrix_dtr( &ctx->ModelViewStack[i] );
}
gl_matrix_dtr( &ctx->ProjectionMatrix );
for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
gl_matrix_dtr( &ctx->ProjectionStack[i] );
}
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
gl_matrix_dtr( &ctx->TextureMatrix[i] );
for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
gl_matrix_dtr( &ctx->TextureStack[i][j] );
}
}
if (ctx->input != ctx->VB->IM)
gl_immediate_free( ctx->input );
gl_vb_free( ctx->VB );
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
ctx->Shared->RefCount--;
assert(ctx->Shared->RefCount >= 0);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
if (ctx->Shared->RefCount == 0) {
/* free shared state */
free_shared_state( ctx, ctx->Shared );
}
foreach_s( s, tmps, ctx->_ShineTabList ) {
FREE( s );
}
FREE( ctx->_ShineTabList );
/* Free proxy texture objects */
gl_free_texture_object( NULL, ctx->Texture.Proxy1D );
gl_free_texture_object( NULL, ctx->Texture.Proxy2D );
gl_free_texture_object( NULL, ctx->Texture.Proxy3D );
/* Free evaluator data */
if (ctx->EvalMap.Map1Vertex3.Points)
FREE( ctx->EvalMap.Map1Vertex3.Points );
if (ctx->EvalMap.Map1Vertex4.Points)
FREE( ctx->EvalMap.Map1Vertex4.Points );
if (ctx->EvalMap.Map1Index.Points)
FREE( ctx->EvalMap.Map1Index.Points );
if (ctx->EvalMap.Map1Color4.Points)
FREE( ctx->EvalMap.Map1Color4.Points );
if (ctx->EvalMap.Map1Normal.Points)
FREE( ctx->EvalMap.Map1Normal.Points );
if (ctx->EvalMap.Map1Texture1.Points)
FREE( ctx->EvalMap.Map1Texture1.Points );
if (ctx->EvalMap.Map1Texture2.Points)
FREE( ctx->EvalMap.Map1Texture2.Points );
if (ctx->EvalMap.Map1Texture3.Points)
FREE( ctx->EvalMap.Map1Texture3.Points );
if (ctx->EvalMap.Map1Texture4.Points)
FREE( ctx->EvalMap.Map1Texture4.Points );
if (ctx->EvalMap.Map2Vertex3.Points)
FREE( ctx->EvalMap.Map2Vertex3.Points );
if (ctx->EvalMap.Map2Vertex4.Points)
FREE( ctx->EvalMap.Map2Vertex4.Points );
if (ctx->EvalMap.Map2Index.Points)
FREE( ctx->EvalMap.Map2Index.Points );
if (ctx->EvalMap.Map2Color4.Points)
FREE( ctx->EvalMap.Map2Color4.Points );
if (ctx->EvalMap.Map2Normal.Points)
FREE( ctx->EvalMap.Map2Normal.Points );
if (ctx->EvalMap.Map2Texture1.Points)
FREE( ctx->EvalMap.Map2Texture1.Points );
if (ctx->EvalMap.Map2Texture2.Points)
FREE( ctx->EvalMap.Map2Texture2.Points );
if (ctx->EvalMap.Map2Texture3.Points)
FREE( ctx->EvalMap.Map2Texture3.Points );
if (ctx->EvalMap.Map2Texture4.Points)
FREE( ctx->EvalMap.Map2Texture4.Points );
_mesa_free_colortable_data( &ctx->ColorTable );
_mesa_free_colortable_data( &ctx->PostConvolutionColorTable );
_mesa_free_colortable_data( &ctx->PostColorMatrixColorTable );
_mesa_free_colortable_data( &ctx->Texture.Palette );
/* Free cache of immediate buffers. */
while (ctx->nr_im_queued-- > 0) {
struct immediate * next = ctx->freed_im_queue->next;
ALIGN_FREE( ctx->freed_im_queue );
ctx->freed_im_queue = next;
}
gl_extensions_dtr(ctx);
FREE(ctx->Exec);
FREE(ctx->Save);
}
/*
* Destroy a GLcontext structure.
*/
void
_mesa_destroy_context( GLcontext *ctx )
{
if (ctx) {
_mesa_free_context_data(ctx);
FREE( (void *) ctx );
}
}
/*
* Called by the driver after both the context and driver are fully
* initialized. Currently just reads the config file.
*/
void
_mesa_context_initialize( GLcontext *ctx )
{
gl_read_config_file( ctx );
}
/*
* Copy attribute groups from one context to another.
* Input: src - source context
* dst - destination context
* mask - bitwise OR of GL_*_BIT flags
*/
void
_mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
{
if (mask & GL_ACCUM_BUFFER_BIT) {
MEMCPY( &dst->Accum, &src->Accum, sizeof(struct gl_accum_attrib) );
}
if (mask & GL_COLOR_BUFFER_BIT) {
MEMCPY( &dst->Color, &src->Color, sizeof(struct gl_colorbuffer_attrib) );
}
if (mask & GL_CURRENT_BIT) {
MEMCPY( &dst->Current, &src->Current, sizeof(struct gl_current_attrib) );
}
if (mask & GL_DEPTH_BUFFER_BIT) {
MEMCPY( &dst->Depth, &src->Depth, sizeof(struct gl_depthbuffer_attrib) );
}
if (mask & GL_ENABLE_BIT) {
/* no op */
}
if (mask & GL_EVAL_BIT) {
MEMCPY( &dst->Eval, &src->Eval, sizeof(struct gl_eval_attrib) );
}
if (mask & GL_FOG_BIT) {
MEMCPY( &dst->Fog, &src->Fog, sizeof(struct gl_fog_attrib) );
}
if (mask & GL_HINT_BIT) {
MEMCPY( &dst->Hint, &src->Hint, sizeof(struct gl_hint_attrib) );
}
if (mask & GL_LIGHTING_BIT) {
MEMCPY( &dst->Light, &src->Light, sizeof(struct gl_light_attrib) );
/* gl_reinit_light_attrib( &dst->Light ); */
}
if (mask & GL_LINE_BIT) {
MEMCPY( &dst->Line, &src->Line, sizeof(struct gl_line_attrib) );
}
if (mask & GL_LIST_BIT) {
MEMCPY( &dst->List, &src->List, sizeof(struct gl_list_attrib) );
}
if (mask & GL_PIXEL_MODE_BIT) {
MEMCPY( &dst->Pixel, &src->Pixel, sizeof(struct gl_pixel_attrib) );
}
if (mask & GL_POINT_BIT) {
MEMCPY( &dst->Point, &src->Point, sizeof(struct gl_point_attrib) );
}
if (mask & GL_POLYGON_BIT) {
MEMCPY( &dst->Polygon, &src->Polygon, sizeof(struct gl_polygon_attrib) );
}
if (mask & GL_POLYGON_STIPPLE_BIT) {
/* Use loop instead of MEMCPY due to problem with Portland Group's
* C compiler. Reported by John Stone.
*/
int i;
for (i=0;i<32;i++) {
dst->PolygonStipple[i] = src->PolygonStipple[i];
}
}
if (mask & GL_SCISSOR_BIT) {
MEMCPY( &dst->Scissor, &src->Scissor, sizeof(struct gl_scissor_attrib) );
}
if (mask & GL_STENCIL_BUFFER_BIT) {
MEMCPY( &dst->Stencil, &src->Stencil, sizeof(struct gl_stencil_attrib) );
}
if (mask & GL_TEXTURE_BIT) {
MEMCPY( &dst->Texture, &src->Texture, sizeof(struct gl_texture_attrib) );
}
if (mask & GL_TRANSFORM_BIT) {
MEMCPY( &dst->Transform, &src->Transform, sizeof(struct gl_transform_attrib) );
}
if (mask & GL_VIEWPORT_BIT) {
MEMCPY( &dst->Viewport, &src->Viewport, sizeof(struct gl_viewport_attrib) );
}
/* XXX FIXME: Call callbacks?
*/
dst->NewState = _NEW_ALL;
}
/*
* Set the current context, binding the given frame buffer to the context.
*/
void
_mesa_make_current( GLcontext *newCtx, GLframebuffer *buffer )
{
_mesa_make_current2( newCtx, buffer, buffer );
}
/*
* Bind the given context to the given draw-buffer and read-buffer
* and make it the current context for this thread.
*/
void
_mesa_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
GLframebuffer *readBuffer )
{
#if 0
GLcontext *oldCtx = gl_get_context();
/* Flush the old context
*/
if (oldCtx) {
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "_mesa_make_current");
/* unbind frame buffers from context */
if (oldCtx->DrawBuffer) {
oldCtx->DrawBuffer = NULL;
}
if (oldCtx->ReadBuffer) {
oldCtx->ReadBuffer = NULL;
}
}
#endif
/* We call this function periodically (just here for now) in
* order to detect when multithreading has begun.
*/
_glapi_check_multithread();
_glapi_set_context((void *) newCtx);
ASSERT(_mesa_get_current_context() == newCtx);
if (newCtx) {
SET_IMMEDIATE(newCtx, newCtx->input);
_glapi_set_dispatch(newCtx->CurrentDispatch);
}
else {
_glapi_set_dispatch(NULL); /* none current */
}
if (MESA_VERBOSE) fprintf(stderr, "_mesa_make_current()\n");
if (newCtx && drawBuffer && readBuffer) {
/* TODO: check if newCtx and buffer's visual match??? */
newCtx->DrawBuffer = drawBuffer;
newCtx->ReadBuffer = readBuffer;
newCtx->NewState |= _NEW_BUFFERS;
gl_update_state( newCtx );
}
/* We can use this to help debug user's problems. Tell the to set
* the MESA_INFO env variable before running their app. Then the
* first time each context is made current we'll print some useful
* information.
*/
if (newCtx && newCtx->FirstTimeCurrent) {
if (getenv("MESA_INFO")) {
fprintf(stderr, "Mesa GL_VERSION = %s\n", (char *) _mesa_GetString(GL_VERSION));
fprintf(stderr, "Mesa GL_RENDERER = %s\n", (char *) _mesa_GetString(GL_RENDERER));
fprintf(stderr, "Mesa GL_VENDOR = %s\n", (char *) _mesa_GetString(GL_VENDOR));
fprintf(stderr, "Mesa GL_EXTENSIONS = %s\n", (char *) _mesa_GetString(GL_EXTENSIONS));
#if defined(THREADS)
fprintf(stderr, "Mesa thread-safe: YES\n");
#else
fprintf(stderr, "Mesa thread-safe: NO\n");
#endif
#if defined(USE_X86_ASM)
fprintf(stderr, "Mesa x86-optimized: YES\n");
#else
fprintf(stderr, "Mesa x86-optimized: NO\n");
#endif
}
newCtx->FirstTimeCurrent = GL_FALSE;
}
}
/*
* Return current context handle for the calling thread.
* This isn't the fastest way to get the current context.
* If you need speed, see the GET_CURRENT_CONTEXT() macro in context.h
*/
GLcontext *
_mesa_get_current_context( void )
{
return (GLcontext *) _glapi_get_context();
}
/*
* This should be called by device drivers just before they do a
* swapbuffers. Any pending rendering commands will be executed.
*/
void
_mesa_swapbuffers(GLcontext *ctx)
{
FLUSH_VB( ctx, "swap buffers" );
}
/*
* Return pointer to this context's current API dispatch table.
* It'll either be the immediate-mode execute dispatcher or the
* display list compile dispatcher.
*/
struct _glapi_table *
_mesa_get_dispatch(GLcontext *ctx)
{
return ctx->CurrentDispatch;
}
/**********************************************************************/
/***** Miscellaneous functions *****/
/**********************************************************************/
/*
* This function is called when the Mesa user has stumbled into a code
* path which may not be implemented fully or correctly.
*/
void gl_problem( const GLcontext *ctx, const char *s )
{
fprintf( stderr, "Mesa implementation error: %s\n", s );
fprintf( stderr, "Report to Mesa bug database at www.mesa3d.org\n" );
(void) ctx;
}
/*
* This is called to inform the user that he or she has tried to do
* something illogical or if there's likely a bug in their program
* (like enabled depth testing without a depth buffer).
*/
void
_mesa_warning( const GLcontext *ctx, const char *s )
{
(*ctx->imports.warning)((__GLcontext *) ctx, (char *) s);
}
/*
* Compile an error into current display list.
*/
void
_mesa_compile_error( GLcontext *ctx, GLenum error, const char *s )
{
if (ctx->CompileFlag)
gl_save_error( ctx, error, s );
if (ctx->ExecuteFlag)
gl_error( ctx, error, s );
}
/*
* This is Mesa's error handler. Normally, all that's done is the updating
* of the current error value. If Mesa is compiled with -DDEBUG or if the
* environment variable "MESA_DEBUG" is defined then a real error message
* is printed to stderr.
* Input: ctx - the GL context
* error - the error value
* where - usually the name of function where error was detected
*/
void
gl_error( GLcontext *ctx, GLenum error, const char *where )
{
const char *debugEnv = getenv("MESA_DEBUG");
GLboolean debug;
#ifdef DEBUG
if (debugEnv && strstr(debugEnv, "silent"))
debug = GL_FALSE;
else
debug = GL_TRUE;
#else
if (debugEnv)
debug = GL_TRUE;
else
debug = GL_FALSE;
#endif
if (debug) {
const char *errstr;
switch (error) {
case GL_NO_ERROR:
errstr = "GL_NO_ERROR";
break;
case GL_INVALID_VALUE:
errstr = "GL_INVALID_VALUE";
break;
case GL_INVALID_ENUM:
errstr = "GL_INVALID_ENUM";
break;
case GL_INVALID_OPERATION:
errstr = "GL_INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
errstr = "GL_STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
errstr = "GL_STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
errstr = "GL_OUT_OF_MEMORY";
break;
case GL_TABLE_TOO_LARGE:
errstr = "GL_TABLE_TOO_LARGE";
break;
default:
errstr = "unknown";
break;
}
fprintf(stderr, "Mesa user error: %s in %s\n", errstr, where);
}
if (ctx->ErrorValue == GL_NO_ERROR) {
ctx->ErrorValue = error;
}
/* Call device driver's error handler, if any. This is used on the Mac. */
if (ctx->Driver.Error) {
(*ctx->Driver.Error)( ctx );
}
}
void
_mesa_Finish( void )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
if (ctx->Driver.Finish) {
(*ctx->Driver.Finish)( ctx );
}
}
void
_mesa_Flush( void )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
if (ctx->Driver.Flush) {
(*ctx->Driver.Flush)( ctx );
}
}
const char *_mesa_prim_name[GL_POLYGON+2] = {
"GL_POINTS",
"GL_LINES",
"GL_LINE_LOOP",
"GL_LINE_STRIP",
"GL_TRIANGLES",
"GL_TRIANGLE_STRIP",
"GL_TRIANGLE_FAN",
"GL_QUADS",
"GL_QUAD_STRIP",
"GL_POLYGON",
"culled primitive"
};
GLenum gl_reduce_prim[GL_POLYGON+1] = {
GL_POINTS,
GL_LINES,
GL_LINES,
GL_LINES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
};